Amanda
Torres
Prof.
Charlie Williams III
IS -
Texture and Lighting
2/28/2014
"User interface
design in video games" By Anthony Stonehouse
User
interfaces in video games differ from user interfaces used in all other
designs. This is because the user interface in a game can connect directly to
the fiction of the game and can help player immersion. User interfaces can exist
within the 3D world of a video game or game's narrative, but they can also be completely
unconnected to either, as well. There
are four types of UI systems in videogames and they can either work toward
furthering immersion or breaking it to allow players more information that the
character should not know.
The
first UI system is known as diegetic, which exists within the fiction and
geometry of a game. This one seeks to blend seamlessly into a game's realty. Furthering
player immersion and the making the environment of a game more believable.
Examples of this type of UI system would be Deadspace and Metro. This type of
interface is usually used in sci fi type fictions, because the technology of
the time makes floating menu systems or information gathering more believable. Sometimes
this may frustrate players because it sacrifices some degree of legibility. It
may also reduce response times.
The
second type of UI is the Meta UI which exists in the 2D plane of a game environment.
A good example of this is the blood spatter in Call of Duty: Modern Warfare.
Even though no bar of health are displayed, players know that they are being
hit and losing health when blood is spattered across camera. The third kind,
which is called spatial UI's break the narrative to allow more information to
be provided to the player without having to switch through menu screens. It
also provides the player with information that the character in story should
not be aware of. This usually sits with
in the game geometry. Finally there are non-diegetic UI which are completely
removed from narrative and geometry. These are used in cases where other UI
sacrifice too much legibility and consistency. A good example of a non-diegetic
UI is world of warcraft where all information and spells are displayed on a 2d
plane in the forefront of the screen.